Core Rules

A very generic set of rules...

All players and items are defined by being a collection of the following

Capacity
Descriptor
Relationship
Vulnerabilities & Motives

Character Creation:
Characters must assign points to:

Capabilities (D8)
Descriptors (D6)
Relationships / Equipment (D4)
Vultnerabilites & Motives (Plot Points / session)
Quality ( raise existing things )

They are required to assign a 0,1,2,3,4 to these, and then may assign up to 5 more points??? (Is this dumb? should we just allow for free assignment? just set a max of 9, or 7?)

Capabilities:
This is something that the character specifically and explicitly can do.
I.E.:
Regenerate wounds
swordplay
pilot spacecraft
make deals
write

These skills provide little or no halo of implications. Someone who "can pilot spacecraft" is not assumed to know anything about navigation, or command structure, or how to talk to ground control
It's a very specific thing, think of it as a knack. Any capacity that is outside of mundain traits (I.E. can shoot lightning bolts) should be covered here)
When attempting to perform the action roll a D8,

Descriptors:
Generally take the form of an "Is A"
Is a Doctor,
Is a Lawyer,
Is a Killer,
Is a Klingon,*
Is Clever (bad)
Is Strong enough to hurt himself

These are much more general than capacities. If a someone *is* a doctor, they can be assumed to have all the attendant attributes. In addition to healing the sick, they know how to do the paperwork for it, have the licenses people want them to have, know what all the drugs on the shelf do, and have the expected bank account, med school buddies, and office job.
If a player uses a descriptor that expresses being part of a setting specific group (I.E. Klingon, Acid Dragon, Jedi, Arch-magus, Decker, AI, Robot, Spaceship) Then they will need to define this as a class, and may need to pay additional points for it (details on that below)
If very general traits are selected then they should have a downside, this is a fuzzy line (see General vs specific)
When a player tries to do something that they can do because they "are" an appropriate thing, they roll a D6

Relationships / Equipment:
Usually takes the form of a "has a " statement. This will usually either be a bit of gear, or a person who will act as a side-kick / friend. It may range out to wider things like an estate, a network of friends, or a title. (I.E. a spy might have a license to kill)

Has a for equipment is generally for things that are:
* expensive in the sense of capital expenditures, and likely to come into play. (I.E. has a helicopter)
* a placeholder for something of usual quality (I.E. to be used with Quality later)
* a thing that doesn't normally exist, demanding a new class creation (I.E. a Tricorder )

Relationships with people use the rules for class creation... except they allow for the creation of an individual (rather than a class)
Often a bit of equipment will make someone able to do something (represented by a capacity on the gear) This is, however limited to granting D4 when attempting this sort of action.

Vulnerabilities and Motives
For each point in this characters must assign a weakness to there character, or a motivation.
Some examples might be:
"Must wear sunglasses in normal light"
"Wanted by the authorities"
"Hideously ugly"
or
"Wants to avenge his father"
"Wants to join the revolution"
"Always trying to earn more money"

In return for these downsides players get "Plot Points". At the beginning of each session a player gets 1 plot point for each V&M they have taken. Once per session, as appropriate to the story, a player may play-out a V&M, and gain another plot point. Plot points can be spent as outlined in their own section.

Quality
Any of the above traits can have a quality associated with them...
Typically these are
Good / Impressive / Well (+1) (1ccp, anything, +d2)
Master / Premium (+2) ( 2ccp, anything +d4)
Legendary (+3) (3ccp, trait or capacity only +d6)
The Best (+4) (4ccp, capacity only, +d8)

Quality can generally be recognized by anyone who has any sort of experience with the skill in question. I.E. an one who is a doctor can spot a "good" doctor, so can a nurse, or someone with capability "treat wounds"

the quality can stack, up to a max D10. So a Legendary Hacker (D6) with a Premium Computer (D4) gets a +D10 quality die. The Best (+d8) at hypnotizing, with Premium Hypno-drugs (+d4) still, also only gets +d10

Low quality exists as well, but only for class based items/traits:
A item or trait can never have its ccp cost lowered below 1

Prospective / destined to be / proof-of-concept / broken (-3ccp)
(3/4 times the trait, if invoked, will fail without rolling)

Apprentice / prototype / damaged (-2ccp)
(2/4 times the trait, if invoked, will fail without rolling)

Green / Newb / Beta / Unmaintained (-1ccp)
(1/4 times the trait, if invoked, will fail without rolling)

Class Creation:
A new class of things can be created through declaration. By default if you declare a class of things, you should expect to encounter others, in often as your enemies, or in your opponents hands. To create a class put together a set of Capacities, Traits, Relationships, and Qualities. For each two ccp expended in creating a class the class must take one M&V.

To either have a relationship with this class (Have one, be one) A player must spend 1/2 the ccp points on gaining the class. The player then gains all of the things attributed to the class, but limited to D6 if it is was taken as a trait, and D4 if it is an item. Quality of things in the class is maintained undisturbed. The player also gains all of the M&Vs, but does not gain plot points for them at the beginning of each session (they still may be invoked to gain a plot point). Classes cannot have "the Best" quality level on any of their traits.
If a player assigns a quality to a class, and that class has traits with quality already on them, then the greater value is used, but they don't stack

Example:
Mike wants to play a dragon... he creates the class:
Dragon:
Can Breath Legendarily hot fire (Capability, Quality +3)
Can Fly (Capability)
Is Gigantic (Trait)
Is a deadly combatant (Trait)
has a pile of gold (Relationship)

That's 8ccp so he has to choose 4 M&Vs
Lust for gold
Hunted by dragon-slayers
Wants to eat princesses
Terrified of gold theft

His Mike then builds out his character
Gorlax
Impressive Dragon (4ccp points, Quality +1) D6+D2
- Can Breath Legendarily Hot fire D6+D6
- Can Fly D6 +D2 (impressive...)
- Is Gigantic D6 +D2
- Is a deadly combatant D6 +D2
- Has a pile of gold D4 + D2
- Lust for gold
- Hunted by dragon-slayers
- Wants to eat princesses
- Terrified of gold theft
Can read minds (D8)
Is a predator (D6)
Has a small country (D4)
Has a premium ring of invisibility (+2 Quality D4+D4)
Afraid of wizards
Wants to build a great library (public, non-lending)
Damaged by sunlight
Under threat of invasion from the north

That totals out to 15ccp, and a lot of it went into being a big, scary dragon.

Class Recursion pricing.
Billy thinks Mike is onto something, and also wants to squeeze more than is intended out of his points... He declares a class "Dragon Rider"
Dragon Rider:
Has a Dragon (4ccp )
Can control animals with mind well (1ccp, Quality +1 )

Billy says: So that's only 6ccp points total, right? So I can buy that as a trait for my character for only 3 ccp... right?
Nope... to keep things in balance the trait "dragon rider" will still end up costing 5ccp, this can be calculated by counting the total number of specific, root level capacities, traits, relationships and qualities, without looking at intermediary values.

General vs specific.
Nerfing and taking things away.
Overly General,
Specific beats general in conflict
Trying to use something that's too specific

Overly General,
Specific beats general in conflict
Trying to use something that's too specific